Comparative Study of 3D Assets Optimization of Virtual Reality Application on VR Standalone Device

Sritrusta Sukaridhoto, Amma Liesvarastranta Haz, Evianita Dewi Fajrianti, Rizqi Putri Nourma Budiarti

Abstract


The progress of VR technology is undeniably rapid and reaches many sectors unrelated to what it first came out of entertainment. Today, many educational, health care, company training, etc., use and utilize VR in one way or another as their first step to familiarize a concept or procedure with their members or workers. The advantages of implementing educational content with VR are ease of development, cheap operational cost, and safety. This kind of approach is a good step considering the impact of VR technology on those cases. However, because the leading device for VR is a standalone VR, some things to consider are performance and visualization. Some early adaptations have these problems, performance issues, and the realism of visualization shown on the VR application. We can minimize those problems by meticulously optimizing 3D assets used in VR applications. The optimization method improved the average FPS on CBIVT by 14.02% on Quest 1 and 8.99% on Quest 2. The GPU utilization level percentage of Quest 1 decreased by 6.73%, and the Quest 2 GPU utilization level percentage decreased by 11.72%. On the other metrics, the user's comfortability also increases because of the enhancement of performance on the CBIVT application. These changes are marked by the increase in Important and Satisfactory levels to 4.26 and 4.16, respectively.

Keywords


3D asset; optimized performance; virtual reality; immersive technology; standalone VR

Full Text:

PDF

References


S. S. Oyelere, N. Bouali, R. Kaliisa, G. Obaido, A. A. Yunusa, and E. R. Jimoh, "Exploring the trends of educational virtual reality games: a systematic review of empirical studies," Smart Learning Environments, vol. 7, no. 1, pp. 1–22, Dec. 2020, doi: 10.1186/S40561-020-00142-7/TABLES/8.

J. Radianti, T. A. Majchrzak, J. Fromm, and I. Wohlgenannt, "A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda," Comput Educ, vol. 147, p. 103778, Apr. 2020, doi: 10.1016/J.COMPEDU.2019.103778.

H. W. Lee, S. Kim, and J. P. Uhm, "Social Virtual Reality (VR) Involvement Affects Depression When Social Connectedness and Self-Esteem Are Low: A Moderated Mediation on Well-Being," Front Psychol, vol. 12, p. 5574, Nov. 2021, doi: 10.3389/FPSYG.2021.753019/BIBTEX.

X. Wang, G. W. Young, C. Mc Guckin, and A. Smolic, "A Systematic Review of Virtual Reality Interventions for Children with Social Skills Deficits," TALE 2021 - IEEE International Conference on Engineering, Technology and Education, Proceedings, pp. 436–443, 2021, doi: 10.1109/TALE52509.2021.9678808.

Y. K. Dwivedi et al., "Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy," Int J Inf Manage, vol. 66, p. 102542, Oct. 2022, doi: 10.1016/J.IJINFOMGT.2022.102542.

E. D. Fajrianti et al., "Design and Development of Human Anatomy Learning Platform for Medical Students Based on Augmented Intelligence Technology," International Electronics Symposium 2021: Wireless Technologies and Intelligent Systems for Better Human Lives, IES 2021 - Proceedings, pp. 195–202, Sep. 2021, doi: 10.1109/IES53407.2021.9594053.

J. Khatib Sulaiman et al., “Implementasi Modul Pembelajaran Berbasis Virtual Reality untuk Pendidikan Kedokteran,†Indonesian Journal of Computer Science, vol. 11, no. 2, Aug. 2022, Accessed: Nov. 30, 2022. [Online]. Available: https://ijcs.stmikindonesia.ac.id/ijcs/index.php/ijcs/article/view/3059

A. L. Haz, Muhtadin, I. Ketut Eddy Purnama, M. H. Purnomo, and S. Sukaridhoto, "Virtual Reality Application for Co-Bot Training," IES 2022 - 2022 International Electronics Symposium: Energy Development for Climate Change Solution and Clean Energy Transition, Proceeding, pp. 644–650, 2022, doi: 10.1109/IES55876.2022.9888286.

M. I. Muntahir et al., "Implementation of Immersive Technology on Medical Education," IES 2022 - 2022 International Electronics Symposium: Energy Development for Climate Change Solution and Clean Energy Transition, Proceeding, pp. 651–657, 2022, doi: 10.1109/IES55876.2022.9888379.

K. Hanfati, S. Sukaridhoto, D. K. Basuki, R. P. N. Budiarti, E. D. Fajrianti, and I. A. al Hafidz, "Design and Implementation of WebXR Health Learning Module Application," IES 2022 - 2022 International Electronics Symposium: Energy Development for Climate Change Solution and Clean Energy Transition, Proceeding, pp. 632–637, 2022, doi: 10.1109/IES55876.2022.9888325.

D. M. Barry and H. Kanematsu, "Virtual reality enhances active student learning," Procedia Comput Sci, vol. 207, pp. 408–415, Jan. 2022, doi: 10.1016/J.PROCS.2022.09.075.

R. J. García-Hernández and D. Kranzlmüller, "NOMAD VR: Multiplatform virtual reality viewer for chemistry simulations," Comput Phys Commun, vol. 237, pp. 230–237, Apr. 2019, doi: 10.1016/J.CPC.2018.11.013.

A. L. Haz et al., "Study of Factor Analysis on Game-Based Learning for Scaffolding Installation Activities in Education and Training for Indonesian State Electricity Company Employees," International Journal of Information and Education Technology, vol. 12, no. 11, pp. 1126–1136, Nov. 2022, doi: 10.18178/IJIET.2022.12.11.1730.

E. D. Fajrianti et al., "Application of Augmented Intelligence Technology with Human Body Tracking for Human Anatomy Education," International Journal of Information and Education Technology, vol. 12, no. 6, pp. 476–484, Jun. 2022, doi: 10.18178/IJIET.2022.12.6.1644.

"Oculus Documentation | Oculus Developers." https://developer.oculus.com/documentation (accessed Dec. 06, 2022).

"VIVE Wave - Developer Resources." https://developer.vive.com/resources/vive-wave/ (accessed Dec. 06, 2022).

N. Rendevski et al., "PC VR vs Standalone VR Fully-Immersive Applications: History, Technical Aspects and Performance," 2022 57th International Scientific Conference on Information, Communication and Energy Systems and Technologies, ICEST 2022, 2022, doi: 10.1109/ICEST55168.2022.9828656.

A. M. Ghanbari, S. Ghanbari, and Y. Norouzi, "A new approach to architecture of human-computer interaction," 2017 IEEE International Conference on Smart Instrumentation, Measurement and Applications, ICSIMA 2017, vol. 2017-November, pp. 1–4, Mar. 2018, doi: 10.1109/ICSIMA.2017.8311991.

M. Urgo, W. Terkaj, M. Mondellini, and G. Colombo, "Design of serious games in engineering education: An application to the configuration and analysis of manufacturing systems," CIRP J Manuf Sci Technol, vol. 36, pp. 172–184, Jan. 2022, doi: 10.1016/J.CIRPJ.2021.11.006.

D. Bagus, K. Setiawan, P. Arisaputra, J. Harefa, and A. Chowanda, "Designing Serious Games to Teach Ethics to Young Children," Procedia Comput Sci, vol. 179, pp. 813–820, Jan. 2021, doi: 10.1016/J.PROCS.2021.01.069.

F. Yang and Y. Miang Goh, "VR and MR technology for safety management education: An authentic learning approach," Saf Sci, vol. 148, p. 105645, Apr. 2022, doi: 10.1016/J.SSCI.2021.105645.

Z. Erickson, Y. Gu, and C. C. Kemp, "Assistive VR Gym: Interactions with Real People to Improve Virtual Assistive Robots," 29th IEEE International Conference on Robot and Human Interactive Communication, RO-MAN 2020, pp. 299–306, Jul. 2020, doi: 10.48550/arxiv.2007.04959.

M. Knudzen and J. Kaivo-Oja, "Collaborative Robots: Frontiers of Current Literature," Journal of Intelligent Systems: Theory and Applications, vol. 3, no. 2, pp. 13–20, Sep. 2020, doi: 10.38016/JISTA.682479.

B. Teke, M. Lanz, J. K. Kämäräinen, and A. Hietanen, "Real-time and Robust Collaborative Robot Motion Control with Microsoft Kinect ® v2," 2018 14th IEEE/ASME International Conference on Mechatronic and Embedded Systems and Applications, MESA 2018, Aug. 2018, doi: 10.1109/MESA.2018.8449156.

A. Bilberg and A. A. Malik, "Digital twin driven human–robot collaborative assembly," CIRP Annals, vol. 68, no. 1, pp. 499–502, Jan. 2019, doi: 10.1016/J.CIRP.2019.04.011.

M. F. Falah, S. Sukaridhoto, M. U. H. al Rasyid, and H. Wicaksono, "Design of Virtual Engineering and Digital Twin Platform as Implementation of Cyber-Physical Systems," Procedia Manuf, vol. 52, pp. 331–336, Jan. 2020, doi: 10.1016/J.PROMFG.2020.11.055.

I. A. al Hafidz et al., "Design of Collaborative WebXR for Medical Learning Platform," International Electronics Symposium 2021: Wireless Technologies and Intelligent Systems for Better Human Lives, IES 2021 - Proceedings, pp. 499–504, Sep. 2021, doi: 10.1109/IES53407.2021.9593951.

"HEMNES chest of 3 drawers, white stain, 108x96 cm | IKEA Indonesia." https://www.ikea.co.id/en/products/chests-and-other-furniture/chest-of-drawers/hemnes-art-10355689 (accessed Dec. 06, 2022).

J. Khatib Sulaiman Dalam No et al., "Meta-Interface Analysis for Interaction in Mobile Augmented Reality," Indonesian Journal of Computer Science, vol. 11, no. 2, Aug. 2022, Accessed: Dec. 06, 2022. [Online]. Available: http://3.8.6.95/ijcs/index.php/ijcs/article/view/3058

"Monitor Performance with OVR Metrics Tool: Native/android | Oculus Developers." https://developer.oculus.com/documentation/native/android/ts-ovrmetricstool (accessed Dec. 06, 2022).




DOI: http://dx.doi.org/10.18517/ijaseit.13.3.18375

Refbacks

  • There are currently no refbacks.



Published by INSIGHT - Indonesian Society for Knowledge and Human Development